A wavelet based all-frequency environment lighting rendering method
Fengquan Zhang, Jianfei Wan, Huibai Wang
Proceedings of the 14th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry, 2015, pp. 27--33.
Abstract: The rendering algorithm for low-frequency environment lighting, when applied in virtual object rendering, has limitations such as low accuracy. In this paper, we propose an efficient all-frequency environment rendering method based on the triple product wavelet integrals framework, which use radiance measuring the environment lighting intensity. In the environment the radiance of each point is the hemi-sphere domain integral of three elements, including lighting, reflectance property, and geometry visibility. First, pre-sampled static data are projected into wavelet space to store wavelet coefficient after nonlinear approximation. Wavelet coefficient is pre-computed according to the direction of view and normal vector. The vertex color is then obtained by triple product wavelet integrals. Throughout the process, the GPU is introduced to accelerate the processing speed and improve the rendering efficiency. In the end, the algorithm is experimented using some experiments to illustrate its performance and efficiency.
@inproceedings{10.1145-2817675.2817681,
author = {Fengquan Zhang and Jianfei Wan and Huibai Wang},
title = {A wavelet based all-frequency environment lighting rendering method},
booktitle = {Proceedings of the 14th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry},
pages = {27--33},
year = {2015},
}
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